How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)

Replies

  • wirrexx
    Offline / Send Message
    wirrexx greentooth
    Hello Folks, im just wondering how the heck would you model this part super fast? What I know it was created in Modo and screenshot is taken from maya. Im wondering if are there any suppa fast tricks you can use to provide shapes like that? For example Sub-d modelling - and making a turbo smooth, or procedural bridging etc.  If there are any PROs who could explain me this example, would be great and really thankfull. Im always trying to solve this kind of riddles to incerase my speed workflow insead of each-poly modelling. Thanks!
    firstly model all parts seperatly. Dont attach them. Just the big shape, secondary and threshery. When you have put them in place. You can see how many segments the big cylinder needs to hold the Secondary shape. And when that is done, see if those segments are enough to hold the smaller part. if not, subdivide the mesh once and then add the smallest.
  • Paskuihernandez
    Also another thing you can do to be a bit faster but maybe with no so good results is to apply a chamfer to the hard edges so they create some support loops that will helps you to get the sub-d result in less time. But, with round shapes you'll need to fix some n-gons for sure manually.
  • perna
    Offline / Send Message
    perna quad damage
    That shape is literally just a cylinder.
  • sacboi
    Offline / Send Message
    sacboi polycounter
    @Przerywnik for an optimised polygonal workflow, research for example a combined technique implementing boolean operands for hard surface subd content creation however results will tend to vary dependant upon object complexity plus alongside personal finesse working with your app/s of choice.
  • Przerywnik
    Offline / Send Message
    Przerywnik polycounter lvl 3
    @Paskuihernandez
    @perna
    @sacboi
    @wirrexx
     Thank you for your reply folks!!  

    @sacboi
     thanks for the tip, gonna google that! English is not my native language, sometime i coudnt find a good technical keywords to put into google to find it :D briliant tip!
  • sacboi
    Offline / Send Message
    sacboi polycounter
    ...you're welcome, I'll also link a couple of resources as a kind of guide, that may help shed some light as to Boolean intergration or perhaps 'acceptence' as a viable technique for use in game res HS asset generation nowadays, as opposed to when I first started out:

    https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1

    https://blendermarket.com/products/hard-surface-modeling-in-blender

    (...if you've time and can afford the fee, I'd strongly recommend checking out the Blender stuff, if nothing else there's some really interesting workflow demo's covering a wide array of methods, either common and uncommon)


  • perna
    Offline / Send Message
    perna quad damage
    No, seriously. It's a cylinder.




  • wirrexx
    Offline / Send Message
    wirrexx greentooth
    perna said:
    No, seriously. It's a cylinder.




    Move aside Piccasso.. WE GOT PERNASSO IN THE HOUSE!
  • sacboi
    Offline / Send Message
    sacboi polycounter
    Lol...took the words right out of my mouth :)
  • zachagreg
    Offline / Send Message
    zachagreg interpolator
    sacboi said:
    ...you're welcome, I'll also link a couple of resources as a kind of guide, that may help shed some light as to Boolean intergration or perhaps 'acceptence' as a viable technique for use in game res HS asset generation nowadays, as opposed to when I first started out:

    https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1

    https://blendermarket.com/products/hard-surface-modeling-in-blender

    (...if you've time and can afford the fee, I'd strongly recommend checking out the Blender stuff, if nothing else there's some really interesting workflow demo's covering a wide array of methods, either common and uncommon)



    That blender one is a gold mine of information.
  • Przerywnik
    Offline / Send Message
    Przerywnik polycounter lvl 3
    perna said:
    No, seriously. It's a cylinder.




    emm, i was more thinking about that angle connector between the extruded part and main cylinder shape. How do you do that? :D sorry if you guys felt trolled, i should somehow mark it with red circle to be more exact : P
  • Klunk
    Offline / Send Message
    Klunk polycounter lvl 3
    I think gusset is the word you're looking for :)

  • sacboi
    Offline / Send Message
    sacboi polycounter
    @Przerywnik apologies if that was the impression given, so to be clear your query was totally legit by the way.

    Additionally these types of objects are typically cast (via mold) due too engineered CNC specific tasks they're designed too perforn under load in certain environments hence the additional 'gusset' for extra strength. An engine block also perfectly illustrates this process to full effect, in fact I'll link a Tutes+ series authored by Laurens Corijn, Modeling/UV Mapping/Texturing/Real-Time render a low poly game res Hot Rod in 3ds Max/Photoshop/IDE.

    It was actually one of the first 'class A' project's end to end I'd attempted back when initially published in 2009 and IMHO still relevant nowadays as then.

    Anyway if interested check out these vids relating to the engine which describes in detail a straight forward workflow wirrexx noted upthread, where simple shapes/primitives can be used to represent a complex object.

    https://cgi.tutsplus.com/tutorials/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-part-3--cg-2247

    Cheers
  • Madeira3d
    Offline / Send Message
    Madeira3d polycounter lvl 3
    Hi there,

    What do you think is the best topology? 
    Also would you model it like this topology wise?

    Cheers


  • perna
    Offline / Send Message
    perna quad damage
    Madeira: When you say "best", what do you mean? What is your definition of a good model? Do you feel that perhaps you've missed some rules and someone else could compliment your knowledge by pointing out mistakes? What are your own goals? I mean, the obvious ones. Is it uncertainty that prompts you to ask or is it that you seek the resolution to a specific issue? Sorry for this "answer" - I'm trying to understand the mental process and what goes into your deciding that a mesh is good enough.
  • Madeira3d
    Offline / Send Message
    Madeira3d polycounter lvl 3
    Hi @perna, thank you for your help. So I’m modelling for smooth subdivision surfaces and if I subdivide the left geometry,it creates non smooth areas because of the spacing is far from regular, on the right results are good because polygons  are more uniform, but I also wanted maybe other modelling  topology alternatives to what I have done. Thanks
  • wirrexx
    Offline / Send Message
    wirrexx greentooth
    Madeira3d said:
    Hi there,

    What do you think is the best topology? 
    Also would you model it like this topology wise?

    Cheers


    knockout version of your shoe base. base mesh as few polys as possible. Turbo smoothed using Smoothing groups. and look at how direction of the edgeflow on the extruded edges. 
  • perna
    Offline / Send Message
    perna quad damage
    @Madeira3d

    See how this design is really just three quads, and you can subdivide and subdivide that as you need more.

    I tend to think in terms of these very simple 3d grids/voxels. Flow control happens down at the polygon level, so it means that even a coarse mesh of this style has a lot of control.

    To accompany this approach try practising transitioning between different numbers of sides and segments in an n-gon. Say a rectangle with its sides divided into 3, 12, 3 , and 7 .The 3 from the left needs to flow into the 12 on the right and the 3 up top needs to flow into 7 on the bottom. This practice will unlock many secrets of modeling if you really pay attention to what you're doing.

    another advantage of the grid approach is localised error (c). If a vert is out of place, you don't get bad shading over a large area, you get something which may even look like a natural depression or defect, wear and tear, whatever.

    Just to make it clear - the idea isn't to make these big, dense quad meshes, but to resolve all main flow issues when the mesh is just a bunch of crude boxes. Every time you subdivide this to add detail it will resolve beautifully, you can just keep dumping in as much detail as you want. 
    This kind of thing in conjunction with the chamfer modifier becomes very powerful, as it allows your these meshes that are super-crude cages, like 3d pixel art, but the final rendered items are just pristine, perfect curves and rounded corners.

    I don't even know if I'm helping, I just said a bunch of stuff. Here's the image. Check out that red. I made the wireframe red like that because it really hurts my head, it's so trippy.



    A - means, I'm too bored to write this part
    B - Chicago yo whats up eyyyyy





  • Yogev
    Hello there,

    I have this piece that I'm working on, and I was wondering if you guys have any idea on how to fix the topology/ edge flow. 


     I beveled it to be able to hold the shape when smoothing it. As I expected, the three lines that resulted made a sharp edge appear when smoothing it.
    So what I tried to do was to connect the edges in a different way, to eliminate that sharp edge. That however, didn't go very well, as there is still a bit of a weird shape going on, smooth or not.

    It is especially noticeable when putting next to another shape.

    Any ideas on how to fix this issue? Should I use something other than bevel to hold the shape? (I tried just putting some edge loops, but it gave a similar result)
  • Paskuihernandez
  • Yogev
    This should work: 
    Thank you for your comment. I had an attempt at connecting the edges like you suggested, though there is still a weird edge in there. 

  • Kanni3d
    Offline / Send Message
    Kanni3d polycounter lvl 3
    Yogev said:
    This should work: 
    Thank you for your comment. I had an attempt at connecting the edges like you suggested, though there is still a weird edge in there. 

    Your edges are too tight, and too few. Add more supporting geometry so your polygons aren't so large/stretched apart, and make sure your support loop edges/chamfers aren't super tight. :)
  • sacboi
    Offline / Send Message
    sacboi polycounter

    @Yogev Yeah, as the previous poster commented. Evenly spaced topology will enable correct shading behaviour under most lighting conditions especially on curved surfaces, not the 'bumpy uneveness' as displayed in your posted images.    

  • wirrexx
    Offline / Send Message
    wirrexx greentooth
    sacboi said:

    @Yogev Yeah, as the previous poster commented. Evenly spaced topology will enable correct shading behaviour under most lighting conditions especially on curved surfaces, not the 'bumpy uneveness' as displayed in your posted images.    

    You cant kill the entire "issue" or artifact with your topology. Curved surfaces need to be Consistent. You know, almost even spacing between edges. 

    i have the same issue but less visible.  Ignore the edge in the middle just added it for fun. 
  • Yogev
    wirrexx said:
    sacboi said:

    @Yogev Yeah, as the previous poster commented. Evenly spaced topology will enable correct shading behaviour under most lighting conditions especially on curved surfaces, not the 'bumpy uneveness' as displayed in your posted images.    

    You cant kill the entire "issue" or artifact with your topology. Curved surfaces need to be Consistent. You know, almost even spacing between edges. 

    i have the same issue but less visible.  Ignore the edge in the middle just added it for fun. 
    I see what you mean. I thought not enough edges might be the problem, I was hoping to avoid messing with the shape too much. I'll definitely look at your example when I go and fix this shape.
    Thanks for the help.
Sign In or Register to comment.